195 lines
6.2 KiB
C++
195 lines
6.2 KiB
C++
#ifndef RAGE_SOUND_OBJ_H
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#define RAGE_SOUND_OBJ_H
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#include <deque>
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#include "RageThreads.h"
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#include "RageTimer.h"
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#include "RageUtil_CircularBuffer.h"
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#include "RageSoundPosMap.h"
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class SoundReader;
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/* Driver interface for sounds: this is what drivers see. */
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class RageSoundBase
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{
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public:
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virtual ~RageSoundBase() { }
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virtual void SoundIsFinishedPlaying() = 0;
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virtual bool GetDataToPlay( int16_t *buffer, int size, int &pos, int &got_bytes ) = 0;
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virtual int GetPCM( char *buffer, int size, int64_t frameno ) = 0;
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virtual int GetSampleRate() const = 0;
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virtual RageTimer GetStartTime() const { return RageZeroTimer; }
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virtual float GetVolume() const = 0;
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virtual int GetID() const = 0;
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virtual CString GetLoadedFilePath() const = 0;
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};
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/* These are parameters to play a sound. These are normally changed before playing begins,
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* and are constant from then on. */
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struct RageSoundParams
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{
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RageSoundParams();
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/* The amount of data to play (or loop): */
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float m_StartSecond;
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float m_LengthSeconds;
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/* Amount of time to fade out at the end. */
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float m_FadeLength;
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void SetNoFade() { m_FadeLength = 0; }
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float m_Volume;
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/* Pan: -1, left; 1, right */
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float m_Balance;
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/* Number of samples input and output when changing speed. Currently,
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* this is either 1/1, 5/4 or 4/5. */
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int speed_input_samples, speed_output_samples;
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void SetPlaybackRate( float fScale );
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bool AccurateSync;
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/* Optional driver feature: time to actually start playing sounds. If zero, or if not
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* supported, it'll start immediately. */
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RageTimer StartTime;
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/* M_STOP (default) stops the sound at the end.
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* M_LOOP restarts.
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* M_CONTINUE feeds silence, which is useful to continue timing longer than the actual sound. */
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enum StopMode_t {
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M_STOP, /* stop when finished */
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M_LOOP, /* loop */
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M_CONTINUE, /* keep playing silence */
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M_AUTO /* obey filename hints */
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} StopMode;
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};
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class RageSound: public RageSoundBase
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{
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public:
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RageSound();
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~RageSound();
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RageSound(const RageSound &cpy);
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RageSound &operator=( const RageSound &cpy );
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/* If cache == true (1), we'll preload the entire file into memory if
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* it's small enough. If this is done, a large number of copies of the
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* sound can be played without much performance penalty. This is useful
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* for BM (keyed sounds), and for rapidly-repeating sound effects, such
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* as the music wheel.
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*
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* If cache == false (0), we'll never preload the file (always stream
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* it). This makes loads much faster.
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*
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* If cache is 2 (the default), it means "don't care". Currently, this
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* means false; this may become a preference.
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*
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* If the file failed to load, false is returned, Error() is set
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* and a null sample will be loaded. (This makes failed loads nonfatal;
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* they can be ignored most of the time, so we continue to work if a file
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* is broken or missing.) */
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bool Load(CString fn, int precache = 2);
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void Unload();
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void StartPlaying();
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void StopPlaying();
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CString GetError() const { return error; }
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bool Error() const { return !error.empty(); }
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RageSound *Play( const RageSoundParams *params=NULL );
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void Stop();
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float GetLengthSeconds();
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float GetPositionSeconds( bool *approximate=NULL, RageTimer *Timestamp=NULL ) const;
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int GetSampleRate() const;
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bool SetPositionSeconds( float fSeconds );
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CString GetLoadedFilePath() const { return m_sFilePath; }
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bool IsPlaying() const { return playing; }
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unsigned GetPlayingThread() const { return playing_thread; }
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/* Lock and unlock this sound. */
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void LockSound();
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void UnlockSound();
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float GetPlaybackRate() const;
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RageTimer GetStartTime() const;
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float GetVolume() const;
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int GetID() const { return ID; }
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void SetParams( const RageSoundParams &p );
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const RageSoundParams &GetParams() const { return m_Param; }
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private:
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/* If we were copied from another RageSound, this will point to it; otherwise
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* this is ourself. */
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RageSound *original;
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mutable RageMutex m_Mutex;
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SoundReader *Sample;
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CircBuf<char> databuf;
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int FillBuf(int bytes);
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/* We keep track of sound blocks we've sent out recently through GetDataToPlay. */
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pos_map_queue pos_map;
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CString m_sFilePath;
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RageSoundParams m_Param;
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/* Current position of the output sound, in frames. If < 0, nothing will play
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* until it becomes positive. */
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int decode_position;
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/* Hack: When we stop a playing sound, we can't ask the driver the position
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* (we're not playing); and we can't seek back to the current playing position
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* when we stop (too slow), but we want to be able to report the position we
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* were at when we stopped without jumping to the last position we buffered.
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* Keep track of the position after a seek or stop, so we can return a sane
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* position when stopped, and when playing but pos_map hasn't yet been filled. */
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int stopped_position;
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bool playing;
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/* If playing, record the thread that called Play(). */
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unsigned playing_thread;
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/* Unique ID number for this instance of RageSound. */
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int ID;
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CString error;
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int64_t GetPositionSecondsInternal( bool *approximate=NULL ) const;
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bool SetPositionFrames( int frames = -1 );
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int GetData(char *buffer, int size);
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void Fail(CString reason);
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int Bytes_Available() const;
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RageSoundParams::StopMode_t GetStopMode() const; /* resolves M_AUTO */
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void SoundIsFinishedPlaying(); // called by sound drivers
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static void RateChange(char *buf, int &cnt, int speed_input_samples, int speed_output_samples, int channels);
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public:
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/* Used by RageSoundManager: */
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RageSound *GetOriginal() { return original; }
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/* Called only by the sound drivers: */
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/* This function should return the number of bytes actually put into buffer.
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* If less than size is returned, it signals the stream to stop; once it's
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* flushed, SoundStopped will be called. Until then, SOUNDMAN->GetPosition
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* can still be called (the sound is still playing). */
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int GetPCM( char *buffer, int size, int64_t frameno );
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bool GetDataToPlay( int16_t *buffer, int size, int &pos, int &got_bytes );
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void CommitPlayingPosition( int64_t frameno, int pos, int got_bytes );
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void Update(float delta);
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};
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#endif
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/*
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-----------------------------------------------------------------------------
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Copyright (c) 2002-2004 by the person(s) listed below. All rights reserved.
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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